Fallout 3, and recc's for Fallout 4.

Fallout 3

Wee! I finally got to play Fallout 3.

I had simultaneously both my hopes and fears completely validated. I’m not sure how this happened. I definitely enjoy it, but at the same time I feel like it really is a side game, not quite up the standards of classic Fallout. Very engaging on its own terms.

On the one hand, I don’t mind the FPS perspective, and it does work with the starkness of the location in putting you into the game. A downside is that I had to push the brightness up about 3 notches to see anything, as the game was obnoxiously dim except in broad daylight.

The game is a little stupid about challenges, and the Deathclaws in F3 are probably the most absurd version in any Fallout game. In F1, they were dangerous, yes, but not unstoppable killing machines. IN F2, they were prbbaly enountered sooner but still a deafeatable opponent. In F3, I just die upon facing them, and sadly so does every other NPC in the game, leading to a bad situation where they sometimes spawn near towns and wipe the place out, making it the one dark spot in the levelled enemies. As in, Bethesda finally got it right, so it amounts to haing slightly-more-powerful versions of old enemies rather than unstoppable new ones. Except for the Deathclaws.

I noticed pretty quick that, in addition to stages being laid out a little oddly. Let’s be blunt: when you’ve been in one wrecked building half-collapsed into a ridiculously complicated maze that also has one and only one path to get to the far end, you’ve been in them all. The random and insipid enemy placement from Oblivion returns, although sometimes enemies will realize you’re in the next room and you get several to fight at once.

Since the game has a little too much dungeon in it and not nearly enough “role”, it gets pretty thin after a while. It gets to the point where I really want to slap the level designer on the secondary game aspects. Fortunately, since I am not (and never do) proceed straight through with the main questline, I get to happily go into the really cool areas, like the museum of technology, and explore them at intervels.

I don’t like attributes too much. In previous Fallouts they were important primarily because they affected the hidden target numbers behind the game system. However, this mostly drops off, and in F3 the fact they do little except boost stills makes them not all that worthwhile. With the exception of Endurance, Intelligence, and Agility, I don’t really need them for much. That’s something of a shame. I mean, I never had the sense (as in F1&2 and even Tactics) that I was making a hard choice. Here, it’s just “if you want melee, pump strength, otherwise ignore.”

Skills are a little dodgy: I feel like I’m somehow supposed to be levelling up almost everything, but so many of them are “required, but” skills. As in, they are virtually required, but they aren’t very interesting.

The Science mini-game ot hack things, is not very fun and used rarely. When you do use it, I just back out when I’m about to lock myself out and try again. This would not be a sin except it is required, as there’s simply no way to reliably get the answer even if you’re Einstein with a dictionary crammed up your nose. But it gets boring, particularly since there’s rarely anything worth having.

Repair I increase mostly for the convenience factor, but I don’t get excited about it (note: in future, MANY more schematics!). The game really needs a Repair Kit that I can take Condition from to boost gear I find (or more accurately, the gear I want to keep).

For some reason, I love Lockpicking. It’s stupidly easy, but I still love it to death.

I really don’t understand what the various gun skills do. They seem to have a slight impact on scatter out of VAts and accuracy in VATS, but not too critical, and maybe a little damage boost.

Explosives: Thu far, entirely useless excepting the quest in Megaton.

My reccomendations are:

Repair Kits!
Strength might be a limited on the armor you can even wear outright, giving more of a reason to don Power armor (since it carries a Strength boost, almost anyone could use it).

Perception should help you notice things. Or add-in a skills for this. The more points, the easier it is to spot noticable things. This didn’t work too well in Vampire: Bloodlines, but it was a good idea. In Fallout, too, there’s a lot more worthwhile stuff to dig through and collect.

Endurance already does a lot (heck: virtually everything) for you. You could add a 5 lb.-per Endurance carry bonus.

Charisma: Charms should perhaps open up the ability to influence people. This would require additional AI work. What I mean is that the more Charisma you have, the better maximum you have on people liking you. You can use a minigame to make them like you more. This would affect their behavior towards you. If they really, really like you, they’ll give you stuff, discounts, and might even give you some of their special equipment if they have any. Characters in the game with special equipment quite frequently have no way for the player to get it, so all the “cool bonuses” go to waste.

Intelligence: I’d like to see this be used to evaluate difficulties of tasks. You wouldn’t just magically know how hard something was to do, but it would be closer to the actual value based on your Int stat.

Agility: This should perhaps enable you to move faster and lower the enemy’s chances to hit you in combat.

Luck: This should help you out randomly, but noticably. I mean things more than getting extra critical hits, like finding extra goodies and whatnot.
The game really needs a couple more skills loaded in. Right now gameplay is just a little thin on the social side.

Barter needs some serious working or re-working. It’s always been the bastard stepchild of Fallout.

Odd. I found the lockpicking maddening. At first, I just didn’t get what I was supposed to do with the bobby pin. And I didn’t realize that I should have been buying the little friggin’ things at every turn. But even after I figured it out, it was hit or miss with me. Maybe I still don’t quite get the technique.

But I love the little hack the computer games. Again, at first I didn’t quite get it, but once I did, I found them really fun, in a New York Times Sunday Crossword Puzzle In Pen kind of way. I only got locked out a couple of times for dumb mistakes.

I really love playing this game. I never played either one of the first two; take that for what it’s worth.

Ah, no real technique. Use the screwdriver, and if the bobby pin shakes at all, stop. Twist it one way, try the screwdriver, and see if it shakes more.

I can do them pretty good sometimes, but if I get a bad draw early on, I can get in trouble. Mostly, though, I am good at puzles but also slow. I don’t want to sit there for five minutes slowly checking everything to finally get the answer.

I don’t mind the additional action or the changed viewpoint (although I would love to see a more tactical/party-oriented game come out), but I would prefer a little more depth and more quests.

At least on the PC version, you can use the console command “player.srm” to bring up a merchant-style repair menu that uses your own repair skill. You “pay” the caps to yourself, so it’s free as long as you can afford it. You could dump the caps in a nearby container if you don’t want to feel like you’re cheating.

There’s also a mod that enables weapons and armor to be repaired with scrap metal.

I thought the deathclaws were awesome. There’s only a couple of spots on the map where you encounter them before late in the game, though; have you been progressing through the main story particularly quickly?

Even so, by the time I finished the game my character could reliably take them out with a couple of hunting rifle headshots; they were pretty much the only enemy that posed much of a challenge from level 16 or so onwards, and very welcome it was too. That was the main problem with the game, for me; by level 20 (and realistically, well before that) I was effectively immortal, with near-infinite ammo and weapons. And then you get Fawkes.

I don’t get the hate for the hacking mini-game. Are you just using the initial attempts, and resetting it?

Lockpicking was fun for a while, but it got old pretty quickly; might be better on a platform than a PC.

All weapon skills increase both the damage and accuracy (both in and out of VATS) of their weapons. My biggest objection with them is that I can quickly get very high small arms skill, and, even on the most difficult setting, one shot raiders and super mutants with a hunting rifle.

At this point I think I’m going to make an unarmed/Rock-It Launcher character who has to end the game neutral.

Strength affects how much you can carry, which does impact what armor you want to wear.

Perception affects when tracking dots appear in your compass, and how far away you can target something in VATS

Endurance is a relative dump stat for ranged or stealth characters

Charisma does affect how people see you, but it doesn’t do so very well. Dump stat for nearly everyone =(

Intelligence is far far to important of a stat. Any and every high int character will become more powerful more quickly than seems reasonable (1/5 of skill max per level!)

Agility is already overpowered (like int, it makes things stupid easy)

Luck does pretty much what you described (your crit chance is modified by it, and I believe container contents are as well).

ETA: What DB said. I never use Fawkes any more, makes things too easy. I really like the robot =)

Do the people that don’t like the hacking minigame know how the symbols work? If you see an open bracket or parenthesis followed later by a closed one of the same type you can highlight and click it with the cursor.

For example, if the text looks like this…

&#(!)@(#*-#&^#*examp le=#_%%*&#testing()!/@+&# <*>)fallout[-_&^]%@~!))&#

…then you could highlight and click any of the following…
&#(!)**@(#*-#&^#*examp le=#_%%*&#testing**()**!/@+&# **<*>)fallout**[-_&^]**%@~!))&#

…and it will either narrow the field down by removing a dud word or refill your number of chances. I could just be exceptionally oblivious but it took me a long time before I noticed this.

Ha! No, I didn’t know that. Didn’t hate the hacking, found it easy but dull. Might’ve done a lot more of it had I known. :slight_smile:

RTFM, guys. RTFM.

Well, the hacking game was not explained in any useful way in the game, and I don’t have a manual, so screw it. That radiaclly changes how I can use the mini-game though. I was just grabbing the first word, making some calucaltions, getting another, and hoping to God I got lucky and that I had enough information to choose the right word in the last two chances.

RTFW*, guys. RTFW*. :cool:

(The W stands for Wiki.)

Just back off the terminal after three wrong guesses, and start over. And over, until you get the right password.

Am I not getting something here? Why would you do that when you can do what I said and get rid of a bunch of false words and also replenish your guesses once?

Was that even mentioned in the game? I had no idea you could do that. I just kept guessing like it was a game of mastermind, and doing a quickload if I screwed up.

Not much to add except that if you are having issues with the Death Claws my suggestion is get the dart gun schematic and build the thing. Unless the DC’s have you trapped in a really tight space they are no longer an issue if you have a dart gun…simply shoot it in the leg and then you can kill them at your leisure.

-XT

Or if you can get it to run over a bottlecap mine, that takes out its legs toot sweet as well. Either way, not so fast any more. :slight_smile:

I never tried doing your suggestion, I just kept backing off the terminal and re-engaging it after three wrong guesses. No biggie.

I cheated like a mofo my first run through of this game. There are a TON of cheat codes for this game online. Alien blasters, power armor, skill increases, etc, etc

I’m not sure about the office buildings only having one path… There were only a handful that i recall only having one way through, and those that did did for a reason from what i saw.

There was way too much ‘run around in the abandoned subways’ for my taste that got really old really quick.

Strength allows you to carry more gear and do more melee damage. In fact it works almost exactly the same as in Fallouts 1 & 2 the only difference is that guns in the previous Fallouts had small str requirements and don’t in this one. Not a huge difference really.

Perception does allow you to notice things. The higher it is the further away enemies pop up as little red bars in your compass. Very useful, especially if you’re a sneaker. It also has towns and other areas pop up on your compass as little triangles from further away when wandering the wastes.

Charisma does more then just increase speech craft and barter. A high charisma opens up several interesting perks, unlocks quite a few dialogue options(in fact you can complete Moira’s quest series without doing most, if not all, of her errands with a high enough charisma), and makes speech craft checks more likely to succeed over and above its bonus to the speech craft skill. I’ve also heard it makes some NPCs start out with more friendly dialogue but i haven’t noticed that.

Intelligence is already, by a wide margin, the most useful stat. I don’t think it would need a bonus.

Agility does increase your run speed(and having heavy items equipped reduces it. Running around naked is, amusingly, the fastest you can get) albeit not very much. I think it also decreases your chance at being staggered when hit/hitting a blocking opponent, but i might be confusing Fallout3 with Oblivion on this one.

Luck increases all your skills by .5 per point, and since most skills are based on chance it does increase your chance to be successful at nearly every thing by a tiny amount. It’s also needed for several very good perks like scrounger and finesse.

The weapon skills increase accuracy, both in and out of VATS, and damage. I think they may also decrease the chance to screw up while reloading.

Your problem with deathclaws could be related to your disinterest in explosives. Frag Mines and Bottle Cap mines make short work of deathclaws if you’ve a good explosives skill. And if they don’t kill the claw outright they’ll likely cripple it’s legs making it a cakewalk.

My biggest problem with skills is that they should have had soft points, granted by stats, perks, items, and bobbleheads, that allowed you to exceed the cap. And hard points, those you actually put in the skill or got from reading magazines, that stopped at 100%. That way the perks that boost skills would actually be useful and stats would be made a lot better.

They also could have used more perks that were useful outside of VATS. Or better yet add secondary bonuses to the VATS perks that worked outside of VATS.

Definitely agreed. Especially if you can make repair kits by breaking down weapons.

Or even make it so a high repair skill passively makes your guns degrade slower.

I actually maxed Barter(&Charisma) on my character and found it quite useful. Mostly for stim-paks which were rather expensive to buy a lot of, and for ammo before i got scrounger.

If you really want to hunt Deathclaws, find the laser pistol in the downed flying saucer - it’ll generally vaporise them with a single headshot. Once I got it I wandered into the those Deathclaw caves in the northwest, and cleaned them out with nary a scratch.